180{
182
184 {
188 }
189
191 {
194 }
195
197 {
198 return true;
199 }
200
202 {
203 return true;
204 }
205
207 {
208 if (!target)
209 return false;
210
212 return false;
213
216 {
218 doorParams.
m_DoorIndex = building.GetDoorIndex(target.GetComponentIndex());
220 {
222 return false;
223
224 if (!building.DoorsDirectionalCheck(player,target.GetComponentIndex()))
225 return false;
226
229
230 return building.CanDoorBeOpened(doorParams);
231 }
232 }
233
234 return false;
235 }
236
238 {
239 super.OnStartServer(action_data);
240
243 {
247 {
250 if (building.CanDoorBeOpened(doorParams))
252 }
253 }
254 }
255
257 {
258 super.OnEndServer(action_data);
259
261 m_NoisePar.LoadFromPath(
"CfgVehicles SurvivorBase NoiseActionDefault");
264 {
266 {
269 }
270 }
271 }
272
274 {
275 return false;
276 }
277}
278
280{
282 {
283 return false;
284 }
285
287 {
288 return false;
289 }
290}
bool IsInReach(PlayerBase player, ActionTarget target, float maxDistance=1.0)
bool IsBuilding(ActionTarget target)
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
override bool IsLockTargetOnUse()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override void OnStartServer(ActionData action_data)
override void OnEndServer(ActionData action_data)
ref NoiseParams m_NoisePar
override void CreateConditionComponents()
ActionOpenDoors ActionInteractBase CheckIfDoorIsLocked()
void ActionTarget(Object object, Object parent, int componentIndex, vector cursorHitPos, float utility, string surfaceName="")
class NoiseSystem NoiseParams()
ref ActionTarget m_Target
bool CheckIfDoorIsLocked()
Super root of all classes in Enforce script.
proto void AddNoisePos(EntityAI source_entity, vector pos, NoiseParams noise_params, float external_strenght_multiplier=1.0)
DayZPlayerConstants
defined in C++
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.